Thanks for the comments!
You had me at angry beavers.
Most badass animal there is. Be afraid, be very afraid.
Very excited you started making a game out of this!
I'm very excited too, I can barely keep my pants on
Jõudu tööle. The grass, bridge & trees are excellent, but I think the cliffs should be completely black and the tipis should be cleaner:
Aitäh. The antialias effect is pretty neat, I'll keep that in mind, but I'm not sure about the outline. Unless I add outlines to everything else as well, it doesn't quite work.
Looks nice, I'm looking forward to seeing how it will play. The whole 'pick a team of settlers, then go and start a colony' thing gives me a nice dwarf-fortressy vibe, although I'm guessing from the fact that it's turn based you'll have more control over the individual settlers?
Yeah but it's not that much about settling down or building a colony than exploration and survival. I'm not sure how the turn-based thing plays out because a lot of times it's just you and your characters on screen and nobody else to give the 'turn' to. But having turns (which is basically one day) gives meaning to the characters stats, as in how many moves you can make in a turn, etc.
I've been thinking about other game-mechanics as well. I think I should give the explorers-natives interaction more emphasis. First of all, the native people speak a language your characters don't understand. It'd be all symbolic and your challenge is to figure out, if the symbol means "go away, stranger" or "you are welcome here" by obeserving the context. Then you could exchange stuff and even get some tribespeople to follow your party. But if you don't feel like decrypting symbols, you could take an polyglot/scholar but otherwise utterly useless type of character along to the journey. Your choice.
Regarding exploration, I'm not sure how to keep things interesting. Basically there is only terrain, trees and water. Should there be temples with treasures or burial grounds where you could loot stuff from and traps around them or what? Or occasional underground caves you could go and explore but what's there to look for? It's not a group of robbers or treasure seekers but explorers but then again, who'd leave a treasure behind …
I do have an idea to justify treasure seeking and looting. What if you'd need the treasure to fund your next exploration. You'd start out with a little wealth and that hires you a small (and not very skilled) crew with not much equipment to take along. If you return, the King or whoever donates some gold in addition to the treasures you found, so that you could hire a better crew and better equipment to go explore larger maps for longer time. So the game would basically contain levels, which you'd need to progress trough. That would work I think.Devlog 2
* Sorted map objects
* A ship with explorers in them. You do everything in the game being one of the characters. To move the ship, you select the captain and order it to sail to where-ever. The arrow shows the location of the selected character.
* Massively better GUI event handling
* (Un)explored map drawing
Pathfinding to move the ship
(done) and disembarking when near some land.